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Need help with armor mashups: Model shows up black in GECK


TorrentialDefect

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So I tried to make an armor mashup (I combined part of a Combat Armor and NCR Trooper Fatigues) following fumofumo's instructions in this topic.

http://i.imgur.com/UjGyJqG.png

Here's what it looks in Blender.

 

http://i.imgur.com/65z3VCY.png

I selected only the skeleton and then exported using the settings here. I feel like something went wrong here, but I'm not sure what. I tried to look for export settings for these sort of things but I didn't find any.

 

http://i.imgur.com/HEaF61o.png

But in GECK, the whole model shows up black.

 

Any idea why doesn't this work? I tried to change the shader types to SHADER_DEFAULT in NIFSkope, but that just made the bits invisible in GECK. Editing the BSShaderFlags was impossible for some reason.

 

http://i.imgur.com/gfIdC2B.png

This is what it looks like ingame. The textures are, to put it simply, completely messed up. That may not even be the right texture.

 

Help would be greatly appreciated.

Edited by TorrentialDefect
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Alright.

I followed these instructions (courtesy of fumofumo) to make the mesh:

 

1. Open Blender!
2. Import all the bits of armor with Import Animation and Nodes unchecked!
3. Select the dumbbell-shaped items aka bones in your Window then Delete! These are bones that aren't functional!
4. Edit meshes, delete odd chunks, etc, or don't.
5. Hopefully you have the Fallout New Vegas Skeleton unpacked! If not, open FOMM, use it's BSAUnpacker and simply just grab the skeleton.
6. Return to Blender, hit A, all meshes will be selected thereby turning pink!
7. Import the Fallout New Vegas Skeleton with Import Skeleton Only+Parent to Selected!
8. Select Skeleton only, Export using Default Settings and check Shadow Maps in the Top Right Corner.
9. Open Nif in NIFSkope. (SKIP TO STEP 14 UNLESS YOUR MESH CONTAINS "SKIN," EG. NECK, HANDS, YOU NAME IT)
10. Select whatever NiTriStrips is the skin/body/etc and open it in the Block List.
11. Select BSShaderPPLightingProperty and look at the bottom header.
12. Scroll down and change Shader Type from Default to Skin then Select the BSShaderFlags and add WindowEnvironmentMapping.
13. Right click into the blackness around the mesh in the window, then batch Update All Tangent Spaces.
14. Save and Test for Win?

 

http://i.imgur.com/X5pXdVW.png

These are the export settings I used. The Shader Options are IMPORTANT. Screwing up those was what made my models entirely black in first place.

Edited by TorrentialDefect
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